• Title/Summary/Keyword: Embodied Cognition

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Enacting enactivism: Concerning the translation problem (Enactivism을 Enact하기: 번역의 문제를 중심으로)

  • Bae, Moon-Jung
    • Korean Journal of Cognitive Science
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    • v.25 no.4
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    • pp.303-341
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    • 2014
  • Enactivism is the most influential and groundbreaking approach among the various theories of embodied cognition. Despite of it's impact and relatively long history, however, Enactivism is still considered as a new and unfamiliar theory in the Korean academic society. Even though this might be partly due to the genuine depth and dramatic approach of Enactivism, it is also due to the disagreement of Korean translation of Enactivism. This paper reviews the philosophical and theoretical implications of Enactivism in the context of history and conceptual terrain, and discusses how the various tranlated Korean words of 'Enaction' - '발제(發製)' '구성(構成)', or '행위화(行爲化)'- embraced and interpreted the essence of philosophy and concept of 'Enaction' and 'Enactivism'. Furthermore, we offer several alternatives Korean translations of 'Enaction': '실행(實行)', 수행(遂行/修行), or 작동(作動). Through this discussion, we hope to provide an opportunity for Korean researchers and philosophers to direct their attention to Enactivism properly and to make a common ground for further development of Enactivism in Korea.

The Difference of Gestures between Scientists and Middle School Students in Scientific Discourse: Focus on Molecular Movement and the Change in State of Material (과학담화에서 과학자와 중학생의 제스처 비교 -분자운동과 물질의 상태변화를 중심으로-)

  • Kim, Ji Hyeon;Cho, Hae Ree;Cho, Young Hoan;Jeong, Dae Hong
    • Journal of The Korean Association For Science Education
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    • v.38 no.2
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    • pp.273-291
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    • 2018
  • Gestures accompanied by scientific discourses play an important role in constructing mental models and making model-based inferences. According to embodied cognition literature, gestures can be a source of recognition of the mental models of students and help them in changing naive beliefs about science. This study intends to compare the gestures of scientists with that of middle school students in explaining scientific phenomena and to explore the relationship between gestures and scientific discourse. In the study, 10 scientists and 10 middle school students participated in clinical interviews and the tests of knowledge and self-efficacy. Participants engaged in one-on-one clinical interviews with semi-structured questions about three tasks regarding the molecular movement and the state change of matter. Four researchers carried out open coding and applied a constant comparison method in order to analyze video-recorded gestures. This study found four themes (feature of gesture, use of gesture, content of gesture, function of gesture) about the differences of gestures between scientists and middle school students. Scientists used more diverse and elaborate gestures systematically and frequently in the interview. Although students used gestures in their scientific talk and reasoning, the gestures of students were not well grounded on scientific knowledge and had different functions from those of scientists. The findings revealed that gestures can represent underlying cognition and strengthen scientific thinking. We should encourage students to use gestures as a tool to understand scientific concepts and make inferences.

Merleau-Ponty's Intertwining as a Theory of Communion (교감 이론으로서 메를로퐁티의 '상호 엮임')

  • Kwon, Teckyoung
    • Journal of English Language & Literature
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    • v.57 no.4
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    • pp.581-598
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    • 2011
  • The recent revival of phenomenology and aesthetics is deeply connected to the development of neuroscience which studies the nervous system and the brain with particular regard to cognition and memory. How are those fields gathered into building up the basis for the communication not only between human beings but also between humanity and its environment? This paper examines the human mind considered unseparable from the body, with reference to Merleau-Ponty's two major works: Phenomenology of Perception (1962) and The Visible and the Invisible (1968). While reading these texts, I investigate the way he overturns the Cartesian cogito and establishes the body as the ground of perception. According to him, human perception is chiefly obtained through the body rather than consciousness. Influenced by William James, who produced the unique concept of cognition and memory through his experiments with the brain, Merleau-Ponty extends Heideggerian Desein to the field of the embodied mind. James also anticipates Bergson, who regards memory as the product of interaction between consciousness and matter (or the body). The intervention of the body which stores the past experiences makes it impossible for us to capture the present moment in itself. This failure, however, is viewed as positive by Merleau-Ponty because the human body is not only a medium of social interaction, but also that of ecological communion.

The Body as Interface: The Meaning and Function of the Body in Interactive Art - based on Merleau-Ponty's Phenomenology and Embodied Cognition Theory (인터페이스로서의 신체: 인터랙티브 아트에서의 신체의 의미와 역할 -메를로-퐁티의 현상학과 구현인지이론을 바탕으로-)

  • Lee, Soo-Jin;Lim, Chang-Young
    • 한국HCI학회:학술대회논문집
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    • 2006.02b
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    • pp.450-455
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    • 2006
  • 디지털 기술의 발전은 다양한 정보들과의 새로운 상호작용들을 창출하고 있고, 여기에서 인터페이스는 상호작용을 가능하게 하는 구체적인 장으로서, 우리가 정보들과 갖는 상호작용 방식을 규정한다. 그런데, 확장현실이나 유비쿼터스 컴퓨팅과 같은 새로운 기술적인 흐름들은 우리의 물리적 공간에 디지털 정보라는 무형의 층위를 더함으로써, 현재의 손과 눈의 작용을 중심기반으로 하는 상호작용 방식들로부터 발전된 형태의 상호작용이 필요하게 될 것임을 시사하고 있다. 이에 본 논문에서는 물리적 공간 안에서의 우리 자신을 형성하고, 세계를 인지하는 근간이 되는 신체에 초점을 맞추어, 신체가 새로운 정보 환경 속에서 정보의 인지 메커니즘과 상호작용의 주체로서 어떻게 기능할 수 있을 것인지를 메를로-퐁티의 현상학과 구현인지 이론을 바탕으로 탐구하고, 그 실질적인 예와 가능성들을 인터랙티브 아트 작품들에서 찾아본다.

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An Intelligent Robot Vision Framework (지능형 로봇 비전 프레임워크: VisionNEO)

  • Jang, Se-In;Park, Choong-Shik;Woo, Young-Woon;Kim, Kwang-Baek
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2009.05a
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    • pp.429-432
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    • 2009
  • 오늘날 지능형 로봇은 국, 내외로 많은 관심을 받고 있는 분야이다. 지능형 로봇이란 외부환경을 인식하고 스스로 판단하여 자율적으로 동작을 하는 로봇을 의미한다. 이에 대한 연구 개발이 활성화 됨에 따라 로봇 소프트웨어 개발을 효과적으로 지원하기위한 로봇 소프트웨어 플랫폼에 대한 연구가 활발해지고 있다. 시시각각 변화하는 환경에서 민감하게 반응하기 위해서는 시각센서를 이용하여야 하고, 자신의 행위를 적절히 대응시키기 위해서는 주변 상황과 알맞은 행동을 추론하고 학습해야 한다. 본 연구에서는 인공지능 규칙처리 추론엔진을 토대로 한 NEO 시스템에 영상 처리 시스템을 올려 지능형 로봇을 제어하는 루틴을 추가한 VisionNEO를 개발하였다. 그리하여 주변 환경을 이해하고 알맞은 행동을 추론, 학습해 지식을 축적하는 지능형 로봇 비전 프레임워크를 제안한다.

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You Want More When You Have Something in Your Hand

  • Kim, Hakkyun;Han, Youngjee;Jeon, Eunmi
    • Asia Marketing Journal
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    • v.20 no.4
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    • pp.49-64
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    • 2019
  • In this research, two studies show that the bodily experience of holding objects in the hand is tied to the mental concept of acquiring material wealth. Holding objects in the hand (a) increased people's desires for possessing fairly luxurious goods (Study 1) and (b) made people judge a controversial issue (e.g., "sweatshops" run by global companies) more favorably based on wanting to generate more wealth for individuals and society rather than on humanitarian concerns (Study 2). These results provide evidence that the bodily experience not only helps to represent an abstract concept but also can shape attitude and judgment congruent with the metaphor represented in the bodily experience.

Nodding as a Catalyst for Improving Attitudes and Purchase Intentions in Online Context

  • Yusu Lee;Jinhee Choi
    • Asia Marketing Journal
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    • v.26 no.2
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    • pp.90-103
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    • 2024
  • This study investigates the influences of the head movement (nodding vs. head shaking vs. nothing) on consumer attitude and purchase intention toward the product in an online shopping context and introduces the consumer motivation (need vs. want) as a moderating factor for this relationship. Through two studies, this article finds that nodding, as opposed to head shaking or no movement, leads to more positive attitudes and higher purchase intentions toward the product, and this effect is strengthened when the shopping is pursued with a need compared to a want motivation. The effect is found specifically in the fashion industry, where online shopping is most prevalent. Both theoretical and practical implications are discussed.

The Interaction Effect of Luck Experience and Hand Washing on Variety Seeking Behavior (운 경험과 손 씻기의 상호작용이 다양성 추구 행동에 미치는 효과)

  • Yang, Deok-Mo;Lee, Guk-Hee;Lee, Byung-Kwan
    • Science of Emotion and Sensibility
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    • v.20 no.2
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    • pp.23-32
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    • 2017
  • Although previous studies have emphasized factors affecting people's variety-seeking behavior, research has not been performed to examine the interaction effect of good-bad luck and embodied cognition (hand washing) on variety-seeking behavior. Experience of good and bad luck affects consumer information processing and hand washing is known to reverse the experience of luck. Understanding the interaction effect of good/bad luck and hand washing on variety seeking behavior will shed important light on consumer behavior including choice and product purchase. To do this, a study was performed to investigate the effects of good/bad luck priming and hand washing on variety seeking behavior. Participants were primed with good or bad luck and then were asked to either wash their hands or not. After that, they were led to choose yogurt for the next seven days and the dependent measure was the number of different tastes of yogurt participants picked up. An interaction effect of luck priming and hand washing was found. Results indicate that, in good luck condition, there was no difference in variety seeking behavior between hand washing participants and non-hand washing participants. However, in bad luck condition, hand washing participants chose less diverse tastes of yogurt than non-hand washing participants. Implications of the study findings for the field of consumer psychology and marketing are discussed.

Remediation Property of Conceptual Metaphor in Smartphone UX (스마트폰 UX에서 개념 메타포의 재매개 특성에 관한 연구)

  • Kim, Hyung-Woo
    • Journal of Digital Contents Society
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    • v.14 no.2
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    • pp.135-142
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    • 2013
  • In this study, I research about extensions and changes of user experience by using smartphone from the point of conceptual metaphor based on embodied cognition and the remediation characteristics. The result of this study is as follow; The first, container schema and path schema as center image schema of the conceptual metaphor are a proper theories to be mapped user experience by using smartphone because of including embodied schema structure by human physical experience. The second, user experience of smartphone in the point of remediation is remediated by smartphone. And physical space is rededicated and interacted to behavior space by the user experience. The third, the conceptual metaphor of smartphone UX activate container chema through implicit interaction and has transparent immediacy to ingenerate existence of media. The forth, path schema that is activated from explicit interaction makes users to experience hypermediacy. Conceptual metaphor and remediation in this study could be used to theoretical framework and to explain new user experience from using smartphone.

A Case Study on the Learner's Engaged Learning Experience in Kinect Game Based Learning (Kinect 게임 활용 수업에서 학습자의 참여적 학습 경험에 대한 사례 연구)

  • Ryoo, EunJin;Kang, Myunghee;Park, Juyeon
    • Journal of The Korean Association of Information Education
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    • v.23 no.4
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    • pp.363-374
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    • 2019
  • Recently, there is an increasing interest in game based learning as a teaching method for digital native learners. This study set kinect game contributes to engaged learning as the competition and cooperation play (achievement goals, interaction), the digital game play (multisensory stimulation, fantasy and curiosity, chance, accurate feedback, control), and the body movement play (embodied cognition, presence). After performing classes using the motion recognition game developed for the elementary school history class, this study conducted semi structured interviews based on engaged learning elements of kinect game based learning for students who were successfully participating in learning. In the result, each element appeared to a successful learner. Based on these results, this study hopes to assist researchers as a basic evidence to introduce kinect game-based learning for engaged learning.